Has any one had time to play with the pyro shader displacement,
i wonder how does it work, does it create noise on the volume, or does displace the voxel to create wispy fealing in the edges,
since the field say N i am assuming Normals.
any ideas?
Pyro Shader Displacement
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- Alejandro Echeverry
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Mantra dice the voxels in to microvoxels (like other surfaces), then displace along a given vector; In this case you can define a vector from a 3d noise directly in the pyro 2.0 shader or calculate the gradient of the density to use that as a vector field (normal).
Here is an example file, unfortunately if you use any of the raytrace engines, the render gives nans and very odd artifacts.
Here is an example file, unfortunately if you use any of the raytrace engines, the render gives nans and very odd artifacts.
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You can calculate the gradient from a fog also, if there is enough density change in the field (high dissipation fields) to determine the gradient, if not, convert to a sdf in sops with a volumesdf node then calculate the gradient.
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Now you can use all the nice vdb tools to do this!! Its waaayyy faster!!
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Here is the correction. Hope that helps!
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